Why did you break alt-weapon set auras?
I was having enough problems making a playable Chaos Innoculation Shadow as it was.
Now my auras turn off when I switch back to daggers? Seriously? My main char has 5 days of online activity, but I'm dead serious when I say I'm going back to Diablo 2 if my auras are not going to stay on when I switch weapon sets :( BIG SCREW UP DEVS!!! This thread has been automatically archived. Replies are disabled.
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" crap did they really do this? wow thats a big nono |
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Um, because they were broken before? It was a bug? Why should you be allowed to use auras that are not presently equipped?
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" because most of them weren't good enough to sacrifice a slot? in fact half of them arent good enough to be used at all, the rest we simply tolerated . now we aren't Last edited by Saltychipmunk#1430 on Sep 20, 2012, 9:28:39 PM
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"You "tolerated"? What, like you actually didn't like having those skills enhancing your character but you didn't want to hurt their feelings by getting rid of them? Come on. If you don't want to sacrifice a slot, you don't get to use the skill - that's the tradeoff. If that means many auras end up going completely unused, well, that's its own separate balance issue that the devs can adjust by altering those skills. |
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" So Capcom should have "fixed" combos in Street Fighter 2. Blizzard should have "fixed" off-hand auras in Diablo 2. Therefore GGG should have "fixed" off-hand auras in PoE. I see. Sometimes unintended effects are a benefit and provide a value the makers themselves didn't/couldn't forsee. Just like in Street Fighter 2, and Diablo 2. I would argue that auras fall into this category. Let me tell you about two MMOs that lost a huge number of players for "fixing" bugs that the majority of people playing thought added to the experience: 1) Ultima Online lost a huge number of players after only 3mo of being open because they "fixed" pre-casting. 2) Asheron's Call 1 lost a huge number of players after they "fixed" god-mode (the ability to move your avatar around dodging while casting spells/healing). I don't want to see GGG go down the same path so I quit playing. Granted I've only paid them $10, and I surely got my $10 worth judging by my /online time of 5 days on my lvl 65. My argument for off-hand has just been presented. If all you can muster up for your argument is that "it was a bug" then you just like pissing on peoples corn-flakes. -DH |
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Run your aura gems on an armour item rather than a weapon / shield and switch to your hearts content.
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No matter how it is hurting my aura and inner force templar
I believe this is GREAT. Why: It just made aura and slots 'more valuable' by preventing ALL character from slapping in aura gem and 'benefiting' from their effects and STILL using their gazillion skills (making them flexible) when killing my slow-ass not so flexible melee templar (for upcoming pvp). Inner-force BOOST.... albeit at the EXPENSE of OTHER characters. But since I ALWAYS train inner-force for my templars... bring it on. |
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"Great, now perhaps you'd care to name all the games that didn't lose vast numbers of players after fixing bugs. You haven't actually presented an argument for this feature, you've just threatened doom for the developers if they keep it out. |
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Let me add a little more to my reason, for a very specific build (which GGG have been encouraging by creating build-specific skills/unique items/etc).
My CI/GR/BR/PR/LS/EH/Flicker Shadow isn't even a glass cannon anymore. Why? Because my LS, EH, and Flicker were max-slot supported. Meaning: in order to be viable in the Endgame I had to support my offensive skills with the following support gems: LS + LMP + FA + Increased Crit Damage EH + Reduced Mana + FA + Melee Damage Full Life Flicker + Increased Crit Damage + Melee Damage Full Life Blood Rage + Phase Run + Increased Duration Lightning Warp + Totem + Increased AoE My off-hand is dual wands with: Power Siphon + Increased Crits + Increased Crit Damage Clarity + Discipline The mana cost for LS and EH is insane without Reduced Mana or Clarity. Reduced Mana lowers my DPS too much to be viable in Endgame, so that means the usage of Clarity to boost mana regen. It comes with a high Reserved Mana cost so it wasn't some "insane OP nerf it until it dies" kinda thing. Again, I got over 120 hours of enjoyment in closed beta for $10. That's a great value, and in no way to I feel slighted. I was planning on spending about another $40-$50 USD because I felt that the beta was leading up to a AAA release title. I might be very petty in saying "fixing" the off-hand aura "bug" is a deal breaker, but so be it. -DH |
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